Goblins, hobgoblins, and bugbears live in a violent society based around strength and cunning. Hierarchy is determined by leverage and violence. Goblins are short and generally green-skinned, whereas hobgoblins are close to human height and have a more gray cast to their skin. Goblinkind live in plains, often hunting for food in the tall grass. They were cast out of the realm of Gobhalla for the sin of generosity, feeding the weak instead of eating them. Upon finding themselves in this new, untrodden grassland, many goblins scattered into the tall grass before most of them were rounded back up by the hobgoblins. When one hobgoblin asked his warband leader where they were, she replied “my land” and set about organizing a conquest. She is now known as Butcher Belo.
Goblins use goblin teeth for currency. Sometimes their own, usually someone else’s.
3 goblin teeth = 1 gold
Apothecary - if you find Skarruk’s handcart, you may purchase cures and potions from her.
Smith - Durzog’s work-wagon is pulled by 8 goblin slaves. You may purchase metalwork from her.
Tannery - Grulm sells leather and hide items from the back of his wagon. Some of the hides drying on the racks over the wagon bed look suspiciously green.
Magic Shop - K’kasch sells wands and wondrous items (as well as occasional cursed items) from a bag slung over his shoulder. If you leave things with him for enchanting you’re not getting them back.
Female Hobgoblin Barbarian 20
LE Medium Goblinoid
Init +6; Senses Perception +9, Darkvision 60
DEFENSE
AC 40, touch 29
HP 287
Fort +19, Ref +12, Will +7, +6 ref vs traps
Defensive Abilities Uncanny Dodge, Improved Uncanny Dodge, Damage Reduction 5/-, Indomitable Will, Ring of Regeneration(heal 1 HP per round of lethal and nonlethal, immune to bleed)
OFFENSE
Speed 40
Melee Greatclub +5, +32/+27/+22/+17 (1d10+5+7/x2)
Ranged Javelin +5, +31/+26/+21/+16 (1d6+5+6/x2)
Special Attacks
Rage 46 rounds/day
Rage Powers (Deathless Frenzy, Fearless Rage, Flesh Wound, Mighty Swing, Swift Foot, Guarded Life, Greater Guarded Life, Guarded Stance, Knockback, Knockdown)
Greater Rage
Tireless Rage
Mighty Rage
Defense (Rage)
AC 44, touch 33
HP 327
Fort +19, Ref +12, Will +13, +6 ref vs traps
Special Defenses
Fearless Rage - Immune to shaken and frightened.
Flesh Wound - 1/rage Fort save DC = damage of incoming attack, on success half damage, damage is nonlethal.
Guarded Life - if reduced below 0HP, 21 point is converted to nonlethal. If at negative HP due to lethal damage, immediately stabilizes.
Greater Guarded Life.
Guarded Stance - +4 Dodge to AC for 7 rounds.
Uncanny Dodge. Trap Sense +6 ref vs traps.
Improved Uncanny Dodge.
Damage Reduction 5/-.
Deathless Frenzy: Keep fighting past 0HP for 1 round
Offense (Rage)
Speed 45
Melee Greatclub +5, +36/+31/+26/+21 (1d10+5+11/x2)
Special Attacks
Mighty Swing - Automatically confirms crit 1/rage.
Knockback - 1/round can make bull rush in place of melee attack. if success, target takes 9 damage and is moved back. barbarian does not need to move. does not provoke attack of opportunity.
Knockdown - 1/rage can make a trip in place of a melee attack, if successful, target takes 9 damage and is knocked prone. does not provoke attack of opportunity
STATISTICS
Str 24, Dex 22, Con 24, Int 10, Wis 12, Cha 8 (Str 32, Dex 22, Con 32, Int 10, Wis 12, Cha 8)
Base Atk 20, CMB +27, CMD 43
Skills Acrobatics +19, Climb +20, Craft(bonecarving) +8, Handle Animal +7, Intimidate +22, Perception +9, Ride +9, Stealth +20, Survival +9, Swim +20
Language Goblin
Gear Lamellar(steel) +5, Greatclub +5, Javelin +5, Belt of Physical Perfection +6, Amulet of Natural Armor +5, Bracers of Armor +8, Ring of Regeneration. Adventuring Gear
Goblin Ranger 5
CN Small Goblinoid
Init +6; Senses Darkvision 60, Perception +6
DEFENSE
AC 21, touch 16, flat-footed 17
HP 45
Fort +7, Ref +8, Will +2
OFFENSE
Speed 30
Melee Longspear +1(small) +10 (1d6+1+3)
Ranged Sling +1(small) +11 (1d3+1+4)
Special Attacks Favored Enemies (Humanoid(goblin) +4. Animal +2)
Ranger Spells prepared (CL 2. Concentration +3)
1st - Ant Haul
STATISTICS
Str 16, Dex 18, Con 16, Int 10, Wis 12, Cha 6
Base Atk +6, CMB +8, CMD 22
Skills Climb +8, Craft(bonecarving) +4, Handle Animal +3, Heal +5, Intimidate +6, Profession(hunter) +9, Ride +12, Spellcraft +4, Stealth +22, Survival +11, Swim +8
Languages Goblin
SQ Track +2, Wild Empathy +3, Favored Terrain (plains +2), Hunter’s Bond(animal companion)
Gear Small Longspear +1, Small Sling +1, Hide Armor +1 , bag of holding II, bedroll, rope (hemp), everburning torch, bufo x5, Cauim x5, coffee x5, cheese x5, honey, meat x5, badger, badger full plate barding, dandy brush, badger treats, dice, 6309 goblin Teeth
Badger companion
N Small animal
Init +1; Senses low-light vision, scent, Perception +5
DEFENSE
AC 26, touch 15, flat-footed 24 (+9 armor, +3 Dex, +3 natural, +1 size)
hp 22 (2d8+5)
Fort +4, Ref +3, Will +1
OFFENSE
Speed 30 ft., burrow 10 ft., climb 10ft
Melee bite +1 (1d4), 2 claws +1 (1d3)
Special Attacks blood rage
STATISTICS
Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10
Base Atk +0; CMB –1; CMD 10 (14 vs. trip)
Feats Toughness
Skills Escape Artist +5, Perception +5; Racial Modifiers +4 Escape Artist